Q18: Under The Mountain
Who need the heroscribe addon pack. Yetis = Beastmen. Dark Warriors = Cultists. Polar Warbear = Minotaur.All the chaos warriors and chaos cultists in this quest are worshippers of Khorne unless stated otherwise.
Ogre Warriors 6BP, Champion and Chieftain 8BP, Lord 10BP.
Ogre Battle Shaman
Movement: 6. Attack: 5. Defend: 5. Body Points: 5. Mind Points: 5.
The ogre battle shaman has the two left over spell sets after the wizard and elf have chosen.
A. Greatsword, handaxe and 100gp.
B. Four potions of healing that fully restore BP and the key to the captive ogre's shackles.
C. This trapdoor can only be found if the dwarf searches for secret doors. Adventurers can move from here into the sub level. The players are told that at least one character has to stay in the room so that the others can get back up. If the room to the southwest hasn't been explored then the ogre attempts to open the stone door with three combat dice using the standard rules. Don't tell the players what the roll is for until the door is opened and then lay out the contents of the room, or if the room is explored before the door is opened place the ogre on the square next to the stone door.
D. This ogre is a shaman who is being held prisoner. He tells the heroes that there are two powerful magicians who have been sent by Morcar along with the Khorne reinforcements and it was them that ordered him to be locked in chains so they could drain his power. He says he has more useful information if they free him. If they have the key they can choose to set him free and he tells them the location of the ogre lord and that he has lots of gold. If they don't have the Talisman Of Chaos in their possession he also tells them about the trap door if they haven't already found it and says that there's a powerful magical talisman down there that the two magicians plan on sending the ogres to retrieve but it's heavily guarded by the dead. He offers to join the heroes in exchange for letting him have the amulet and assures them that they can keep anything else they find. If they already have the amulet and refuse he becomes an enemy monster and the heroes turns immediately end. If they don't have the amulet and refuse he goes on his merry way, escaping using the route that the heroes used on their way in. If they accept the deal they give him amulet if they have it and he joins them for the rest of the quest controlled by the hero who set him free. If he has the talisman at the end of the quest he also joins them for the next quest.
E. 300gp.
F. This ogre chieftain can trigger these two traps. He can attempt to jump the pit of darkness to set off the swinging blade trap at the risk off being hurt by both. {This is in case the players wonder why the ogre isn't moving and chose to not to attack. I'm not sure what the official rule is for monsters setting off traps. I've always played that they could, so if that's right this note won't be needed.}
G. This room contains a Storm Master and a High Mage. If an adventurer steps on one of the squares with a starburst icon they get attacked by a Fire Of Wrath spell. They disappear when the High Mage is killed or leaves the room. If the room is searched for treasure the heroes find one random potion, two random scrolls and 50gp in a hidden draw of the table.
H. This is a Khorne champion. He has one extra body and mind point, can attack diagonally and can attack three times per turn and can move either before, after or in between attacks. He carries the Khorne seal.
I. From this point on the dungeon is a higher level and Pass Through Rock won't reveal this area (including the chest marked K). {We could have a bit with the rules at the start saying that some quests have multiple levels so think about it when they use pass through rock, so this note can go as well.}
J. These are Nurgle followers. The zombie is a swamp zombie and the skeleton is a marsh skeleton. The square marked with X contains a Nurgle chaos sorcerer with the Summon Fogwalkers, Summon Marsh Skeletons and Creeping Snare spells. This is a low level chaos sorcerer so fogwalkers and marsh skeletons can't attack on the same turn that they're summoned. Refer to the chaos card for the nurgle worshipper stats and rules. The rules and stats for the swamp zombie and marsh skeleton are found on the swamp summoning spell cards.
K. 250gp.
Wandering Monster: Beastman.
There's no board for this bit, just tiles.
A. Any character dropping down from above starts here. Tell the players that the room is extremely dark and there's two torches on the wall marked with Xs that illuminate three squares around them (diagonally counts as 1.5 squares). They can take the torches from the wall and use them either with a one handed weapon or a shield attacking with two combat dice. As soon as one of the torches is removed tell the heroes they here a loud creaking like an old door being opened. You can now use all the zombies from the next room. Make a note of where they are if a zombie is in an unlit area when you've finished moving or if an adventure moves away. This whole sub level is dark and the same rules apply to the other rooms.
B. When an adventurer steps into this room tell them that the tomb slowly opens and then place the mummy last. Tell them that this looks like no ordinary mummy. It wears a crown and an amulet on a chain around its neck. If a torch is used as a weapon against the mummy it attacks with five combat dice. The mummy has one of each of the chaos sorcerer tokens. He can use Dominate to walk someone into the pit to kill them but he needs the target to be in a square so he can see them. The bookcase has a random scroll.
Mummy Tomb King
Movement: 3. Attack: 5. Defend: 5. Body Points: 6. Mind Points: 4.
If they kill the mummy then the hero who killed it (or the hero in charge of the ogre if he kills it) gets the Chaos Talisman and the mummy's crown (which they can sell). If they have the ogre with them and they give him the talisman then he joins them for the next quest. If he dies then the heroes can take the amulet. If he survives until the end of the next quest he offers to sell them the amulet for 350gp. They can either accept, decline or offer him 300gp. If they offer 300 he says "400!". He doesn't like to haggle. Then they can either pay 400gp or go without. If they don't give him the amulet then he becomes an enemy monster and the heroes turns immediately end if the ogre hasn't had his turn yet. If he has taken his turn already then he becomes an enemy monster on your turn.
Wandering Monster: Gargoyle.
Ogre Warriors 6BP, Champion and Chieftain 8BP, Lord 10BP.
Ogre Battle Shaman
Movement: 6. Attack: 5. Defend: 5. Body Points: 5. Mind Points: 5.
The ogre battle shaman has the two left over spell sets after the wizard and elf have chosen.
A. Greatsword, handaxe and 100gp.
B. Four potions of healing that fully restore BP and the key to the captive ogre's shackles.
C. This trapdoor can only be found if the dwarf searches for secret doors. Adventurers can move from here into the sub level. The players are told that at least one character has to stay in the room so that the others can get back up. If the room to the southwest hasn't been explored then the ogre attempts to open the stone door with three combat dice using the standard rules. Don't tell the players what the roll is for until the door is opened and then lay out the contents of the room, or if the room is explored before the door is opened place the ogre on the square next to the stone door.
D. This ogre is a shaman who is being held prisoner. He tells the heroes that there are two powerful magicians who have been sent by Morcar along with the Khorne reinforcements and it was them that ordered him to be locked in chains so they could drain his power. He says he has more useful information if they free him. If they have the key they can choose to set him free and he tells them the location of the ogre lord and that he has lots of gold. If they don't have the Talisman Of Chaos in their possession he also tells them about the trap door if they haven't already found it and says that there's a powerful magical talisman down there that the two magicians plan on sending the ogres to retrieve but it's heavily guarded by the dead. He offers to join the heroes in exchange for letting him have the amulet and assures them that they can keep anything else they find. If they already have the amulet and refuse he becomes an enemy monster and the heroes turns immediately end. If they don't have the amulet and refuse he goes on his merry way, escaping using the route that the heroes used on their way in. If they accept the deal they give him amulet if they have it and he joins them for the rest of the quest controlled by the hero who set him free. If he has the talisman at the end of the quest he also joins them for the next quest.
E. 300gp.
F. This ogre chieftain can trigger these two traps. He can attempt to jump the pit of darkness to set off the swinging blade trap at the risk off being hurt by both. {This is in case the players wonder why the ogre isn't moving and chose to not to attack. I'm not sure what the official rule is for monsters setting off traps. I've always played that they could, so if that's right this note won't be needed.}
G. This room contains a Storm Master and a High Mage. If an adventurer steps on one of the squares with a starburst icon they get attacked by a Fire Of Wrath spell. They disappear when the High Mage is killed or leaves the room. If the room is searched for treasure the heroes find one random potion, two random scrolls and 50gp in a hidden draw of the table.
H. This is a Khorne champion. He has one extra body and mind point, can attack diagonally and can attack three times per turn and can move either before, after or in between attacks. He carries the Khorne seal.
I. From this point on the dungeon is a higher level and Pass Through Rock won't reveal this area (including the chest marked K). {We could have a bit with the rules at the start saying that some quests have multiple levels so think about it when they use pass through rock, so this note can go as well.}
J. These are Nurgle followers. The zombie is a swamp zombie and the skeleton is a marsh skeleton. The square marked with X contains a Nurgle chaos sorcerer with the Summon Fogwalkers, Summon Marsh Skeletons and Creeping Snare spells. This is a low level chaos sorcerer so fogwalkers and marsh skeletons can't attack on the same turn that they're summoned. Refer to the chaos card for the nurgle worshipper stats and rules. The rules and stats for the swamp zombie and marsh skeleton are found on the swamp summoning spell cards.
K. 250gp.
Wandering Monster: Beastman.
There's no board for this bit, just tiles.
A. Any character dropping down from above starts here. Tell the players that the room is extremely dark and there's two torches on the wall marked with Xs that illuminate three squares around them (diagonally counts as 1.5 squares). They can take the torches from the wall and use them either with a one handed weapon or a shield attacking with two combat dice. As soon as one of the torches is removed tell the heroes they here a loud creaking like an old door being opened. You can now use all the zombies from the next room. Make a note of where they are if a zombie is in an unlit area when you've finished moving or if an adventure moves away. This whole sub level is dark and the same rules apply to the other rooms.
B. When an adventurer steps into this room tell them that the tomb slowly opens and then place the mummy last. Tell them that this looks like no ordinary mummy. It wears a crown and an amulet on a chain around its neck. If a torch is used as a weapon against the mummy it attacks with five combat dice. The mummy has one of each of the chaos sorcerer tokens. He can use Dominate to walk someone into the pit to kill them but he needs the target to be in a square so he can see them. The bookcase has a random scroll.
Mummy Tomb King
Movement: 3. Attack: 5. Defend: 5. Body Points: 6. Mind Points: 4.
If they kill the mummy then the hero who killed it (or the hero in charge of the ogre if he kills it) gets the Chaos Talisman and the mummy's crown (which they can sell). If they have the ogre with them and they give him the talisman then he joins them for the next quest. If he dies then the heroes can take the amulet. If he survives until the end of the next quest he offers to sell them the amulet for 350gp. They can either accept, decline or offer him 300gp. If they offer 300 he says "400!". He doesn't like to haggle. Then they can either pay 400gp or go without. If they don't give him the amulet then he becomes an enemy monster and the heroes turns immediately end if the ogre hasn't had his turn yet. If he has taken his turn already then he becomes an enemy monster on your turn.
Wandering Monster: Gargoyle.
